![Laughing :lol:](./images/smilies/icon_lol.gif)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
A total replacement of the Generate Terrain routine. This is an implementation of a recursive subdivision method for terrain generation.
In simple words - brand new spanking Random Terrains ... that look good
![Wink ;)](./images/smilies/icon_wink.gif)
There are a few quirks.
On a New Game, the grass terrain starts all mud, and over the next month regrows back. I dont understand why really, as the RunTileLoop is called 0x500 times. Works OK in Editor mode.
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
In arctic, if you go for Flat or Very flat, then there probably wont be anywhere for the forests to go. The best Arctic terrain IMO is at Hilly, with Medium lakes. Strangely, Mountainous looks less ... err... mountainous. Arctic also deliberately clips the top of the mountains to provide space for forests.
Tropical has its own coding, because of the need to have desert and tropical on the same map. Its hills/mountains are a bit more blocky at the base. You should always get some mountains and some desert. The bias on that is the terrain type you select. Tropical also doesnt respond brilliantly to the water quantity. It always has more water than the other climates.
Can I just say... I HATE OIL REFINERIES. I have spent hours trying to get the terrain to provide Oil-Refinery-friendly spaces. In the end it has been a bit of brute force - I have a routine that places 400 5x5 blank spaces for industries, and have shaved the terrain down at the map edges. It sort of works. One for v2.00.
That all said, here is the patch, and several screenies. Patch should be OK with latest version. Nobody has gone near here for ages.
![Wink ;)](./images/smilies/icon_wink.gif)
BTW forgot to say.... Happy Xmas everybody!
[edit 29/12/05]Updated to TerraGenesis v3. Eliminates more micro-islands a bit more efficiently.